• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[QUOTE=blaholtzen;37654714]You're going to run into some readability problems here with making his arms so dark. Not that valve seems to care too much anymore, but still I guess you could make it a yeti instead but then you'd have to dirty up the feet fur a bunch to not have that get too bright causing a different readability issue[/QUOTE] Silhouette matters a lot more than skin color as far as Readability is concerned. You'll notice they haven't added anything like Capes that mask the overall shape of a class. Hats change the silhouette a little, yes, but not enough to really change what the class looks like from a distance. I'd say they think about it a lot more than you think.
[QUOTE=Roninsmastermix;37655807][IMG]http://i.imgur.com/YaITc.jpg[/IMG][/QUOTE] maybe cream spirit the wires? since they commonly are
[QUOTE=Roninsmastermix;37655949][IMG]http://i.imgur.com/DOh2Ul.jpg[/IMG][/QUOTE] Awesome. Just awesome.
[QUOTE=alexdom;37651849]wow someone stole alot of TF2 community models and sell them for real money in a game called second life........ thats pretty disgusting [URL]https://marketplace.secondlife.com/stores/76114?search%5Bcategory_id%5D=&search%5Bcopy_permission%5D=0&search%5Bkeywords%5D=&search%5Blayout%5D=gallery&search%5Bmaturity%5D%5B%5D=General&search%5Bmaturity%5D%5B%5D=Moderate&search%5Bmaturity%5D%5B%5D=Adult&search%5Bmodify_permission%5D=0&search%5Bpage%5D=3&search%5Bper_page%5D=12&search%5Bprice_high%5D=&search%5Bprice_low%5D=&search%5Bprim_count_high%5D=&search%5Bprim_count_low%5D=&search%5Bsort%5D=created_at_desc&search%5Bstore_id%5D=76114&search%5Btransfer_permission%5D=0&utf8=%E2%9C%93[/URL][/QUOTE] I dont know if it will do anything but I called the person out on the game's facebook page and provided proof of theft. And I know damn well that if they steal something from me, they will have a lawsuit on their hands.
[QUOTE=Roninsmastermix;37655949][IMG]http://i.imgur.com/DOh2Ul.jpg[/IMG][/QUOTE] Hnnnnngh
[QUOTE=Roninsmastermix;37655807][IMG]http://i.imgur.com/YaITc.jpg[/IMG][/QUOTE] Make the eye team colored. Because why the fuck not.
[QUOTE=Ceiling Man;37655881]Valve definitely won't go with a custom lightwarp. Stick with [I]player[/I], it makes it pop, as opposed to [I]weapon.[/I][/QUOTE] they've used custom ones before, and have accepted community ones such as on the Spycicle.
Eye is paintable. We'll see if we can team color the wires too without doing another texture.
[QUOTE=Zoshi235;37655960]Silhouette matters a lot more than skin color as far as Readability is concerned. You'll notice they haven't added anything like Capes that mask the overall shape of a class. Hats change the silhouette a little, yes, but not the overall form and pose. I'd say they think about it a lot more than you think.[/QUOTE] I know this, I'm not saying it will make him impossible to interpret as a heavy but that doesn't mean it won't effect gameplay, bright colors like heavies arms are key for drawing attention to certain areas, often towards the weapon but also for key parts of the class Heavy's large bright arms helps to clearly mark out how wide he is for example. It's not the end of the world but it's has an impact that should be notified. as for the Halloween thing ronin mentioned, yes if it gets holiday restricted, it doesn't matter as much [editline]14th September 2012[/editline] [QUOTE=Ceiling Man;37655881]Valve definitely won't go with a custom lightwarp. Stick with [I]player[/I], it makes it pop, as opposed to [I]weapon.[/I][/QUOTE] the player lightwarp might run the risk of blending in with the rest of the player and his cosmetics though. the weapon one will stand out better with the sharp edge but i agree with that it leaves it looking a bit dull and colorless, imma help out here and do one more like what i was suggesting hold on a moment.. [QUOTE=Venezuelan;37656053]they've used custom ones before, and have accepted community ones such as on the Spycicle.[/QUOTE] the fists of steel as well, plus, almost all of valves halloween ones have a special lightwarp with a lighter shaded area, similar ones are also on other items such as the apocafists [editline]14th September 2012[/editline] [QUOTE=Roninsmastermix;37656098]Eye is paintable. We'll see if we can team color the wires too without doing another texture.[/QUOTE] oh yeah, it'd be a waste to use more textures for something as small as that, maybe just do a 50/50 cream spirit mix instead? (gonna calm down with all my posting a while now)
[QUOTE=Zoshi235;37655960]Silhouette matters a lot more than skin color as far as Readability is concerned. You'll notice they haven't added anything like Capes that mask the overall shape of a class. Hats change the silhouette a little, yes, but not enough to really change what the class looks like from a distance. I'd say they think about it a lot more than you think.[/QUOTE] Basic color patterns are important to class recognition. I agree with that the silhouette matters [I]more[/I], but that's really no reason to dismiss the importance that the color patterns actually have. Ah, and I don't quite agree with the thing about Valve not messing with silhouettes. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/27/Item_icon_Kringle_Collection.png/75px-Item_icon_Kringle_Collection.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/8/80/Item_icon_Bird-Man_of_Aberdeen.png/75px-Item_icon_Bird-Man_of_Aberdeen.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f1/Item_icon_Archimedes.png/75px-Item_icon_Archimedes.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f2/Item_icon_Conjurer%27s_Cowl.png/75px-Item_icon_Conjurer%27s_Cowl.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/7/76/Item_icon_Intangible_Ascot.png/75px-Item_icon_Intangible_Ascot.png[/IMG] Small changes, yeah, but they stack over time.
[QUOTE=Deodorant;37656277]Basic color patterns are important to class recognition. I agree with that the silhouette matters [I]more[/I], but that's really no reason to dismiss the importance that the color patterns actually have. Ah, and I don't quite agree with the thing about Valve not messing with silhouettes. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/27/Item_icon_Kringle_Collection.png/75px-Item_icon_Kringle_Collection.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/8/80/Item_icon_Bird-Man_of_Aberdeen.png/75px-Item_icon_Bird-Man_of_Aberdeen.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f1/Item_icon_Archimedes.png/75px-Item_icon_Archimedes.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f2/Item_icon_Conjurer%27s_Cowl.png/75px-Item_icon_Conjurer%27s_Cowl.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/7/76/Item_icon_Intangible_Ascot.png/75px-Item_icon_Intangible_Ascot.png[/IMG] Small changes, yeah, but they stack over time.[/QUOTE] How does the ascot change silhouette?
[QUOTE=Deodorant;37656277]Basic color patterns are important to class recognition. I agree with that the silhouette matters [I]more[/I], but that's really no reason to dismiss the importance that the color patterns actually have. Ah, and I don't quite agree with the thing about Valve not messing with silhouettes. Small changes, yeah, but they stack over time.[/QUOTE] As I said, they change the silhouettes, but not enough to make a difference. You can still tell based on the Soldier's stance that he is going to shoot explosive metal doom at you. Things like Capes would mask even the stance from in front or behind. [QUOTE=blaholtzen;37656124]I know this, I'm not saying it will make him impossible to interpret as a heavy but that doesn't mean it won't effect gameplay, bright colors like heavies arms are key for drawing attention to certain areas, often towards the weapon but also for key parts of the class Heavy's large bright arms helps to clearly mark out how wide he is for example. It's not the end of the world but it's has an impact that should be notified.[/QUOTE] True. However, even the most extreme example of this, the robot arm thingy, is only one arm, and the one that's usually in front of him at that.
[QUOTE=Deodorant;37656277]Basic color patterns are important to class recognition. I agree with that the silhouette matters [I]more[/I], but that's really no reason to dismiss the importance that the color patterns actually have. Ah, and I don't quite agree with the thing about Valve not messing with silhouettes. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/27/Item_icon_Kringle_Collection.png/75px-Item_icon_Kringle_Collection.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/8/80/Item_icon_Bird-Man_of_Aberdeen.png/75px-Item_icon_Bird-Man_of_Aberdeen.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f1/Item_icon_Archimedes.png/75px-Item_icon_Archimedes.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f2/Item_icon_Conjurer's_Cowl.png/75px-Item_icon_Conjurer's_Cowl.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/7/76/Item_icon_Intangible_Ascot.png/75px-Item_icon_Intangible_Ascot.png[/IMG] Small changes, yeah, but they stack over time.[/QUOTE] I don't see how Archimedes, the parrot or the turtle neck change at all the silhouette. My ideas for silhouette is if it obscures the head or main body because honestly how tall they are and their head shape matters much more than if they have something on their shoulder.
Better on Engi? Added a subtle normal map, paintable. [img]http://dl.dropbox.com/u/27092744/brideoffrank_engi.PNG[/img] [img]http://dl.dropbox.com/u/27092744/brideoffrank_engi_allangles.png[/img] [img]http://dl.dropbox.com/u/27092744/brideoffrank_engi_green.PNG[/img]
[QUOTE=SgtR007;37656418][img]http://dl.dropbox.com/u/27092744/brideoffrank_engi_green.PNG[/img][/QUOTE] oh god kill it with fire
Doesn't fit engie a bit.
[IMG]http://img18.imageshack.us/img18/788/wolfhlmv.jpg[/IMG] eye glows in the dark
Cortex command was given a nod in machinimas daily gaming news video.
[img]https://dl.dropbox.com/u/24325816/TF2/HalloweenSet/Scythe2.png[/img] made some additions to the melee of the set
[QUOTE=Quinnjdq;37656364]I don't see how Archimedes, the parrot or the turtle neck change at all the silhouette. My ideas for silhouette is if it obscures the head or main body because honestly how tell they are and their head shape matters much more than if they have something on their shoulder.[/QUOTE] Archimedes and the Bird-man give their owners huge and vaguely similar lumps on their shoulders. The ascot quite radically changes the shape of everything between shoulder and nose height. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/64/Class_spyred.png/85px-Class_spyred.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/9/97/RED_Intangible_Ascot.png/87px-RED_Intangible_Ascot.png[/IMG] Again, I'm not saying any of these items are enough to make a class unrecognizable. But if enough of them are accumulated over time and combined with items that change the basic color patterns of the classes, it may become difficult to instantly identify other players in bad lighting, over large distances and/or during stressful play. And petty as that may sound, it's a bad thing.
[QUOTE=Eeshton;37656500][img]https://dl.dropbox.com/u/24325816/TF2/HalloweenSet/Scythe2.png[/img] made some additions to the melee of the set[/QUOTE] Doesn't seem very tf2 and it also looks like in a few places that you just made random extrusions for detail.
Only 1 place I can see that has "a random extrusion" esque detail and I'm thinking of removing it.
[QUOTE=Quinnjdq;37656525]Doesn't seem very tf2 and it also looks like in a few places that you just made random extrusions for detail.[/QUOTE] I'd say HHH's axe looks more outlandish. The texture will define it.
[QUOTE=Doughnut Bear;37656478][IMG]http://img18.imageshack.us/img18/788/wolfhlmv.jpg[/IMG] eye glows in the dark[/QUOTE] Make the ears a little bigger?
[QUOTE=Eeshton;37656551]Only 1 place I can see that has "a random extrusion" esque detail and I'm thinking of removing it.[/QUOTE] Still doesn't seem very TF2.
How? Maybe too many small details and such, but's it's definitely TF2 proportions otherwise.
[QUOTE=Deodorant;37656508]Archimedes and the Bird-man give their owners huge and vaguely similar lumps on their shoulders. The ascot quite radically changes the shape of everything between shoulder and nose height. Again, I'm not saying any of these items are enough to make a class unrecognizable. But if enough of them are accumulated over time and combined with items that change the basic color patterns of the classes, it may become difficult to instantly identify other players in bad lighting, over large distances and/or during stressful play. And petty as that may sound, it's a bad thing.[/QUOTE] I personally think you're overestimating these things. By the time you're close enough for even a multitude of these changes to become "radical", you're close enough to tell he's pointing a pistol at your face and is about to murder your toys as well. Besides which, in the unlikely case that changes end up radical enough to mistake one class for another or blur definition of a specific class, I believe Valve would take notice of the complaints in the community. They're one of the few companies who actually do that.
[QUOTE=Jalcober;37656571]Still doesn't seem very TF2.[/QUOTE] Too detailed, and as mentioned before, too many small details, these guys have monsterously huge hands :v:
[QUOTE=Deodorant;37656508]Archimedes and the Bird-man give their owners huge and vaguely similar lumps on their shoulders. The ascot quite radically changes the shape of everything between shoulder and nose height. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/64/Class_spyred.png/85px-Class_spyred.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/9/97/RED_Intangible_Ascot.png/87px-RED_Intangible_Ascot.png[/IMG] Again, I'm not saying any of these items are enough to make a class unrecognizable. But if enough of them are accumulated over time and combined with items that change the basic color patterns of the classes, it may become difficult to instantly identify other players in bad lighting, over large distances and/or during stressful play. And petty as that may sound, it's a bad thing.[/QUOTE] Hats give classes huge lumps on their head.
[QUOTE=Zoshi235;37656610]I personally think you're overestimating these things. By the time you're close enough for even a multitude of these changes to become "radical", you're close enough to tell he's pointing a pistol at your face and is about to murder your toys as well. Besides which, in the unlikely case that changes end up radical enough to mistake one class for another, I believe Valve would take notice of the complaints in the community. They're one of the few companies who actually do that.[/QUOTE] [IMG]http://i.imm.io/Egsx.png[/IMG] This is of course hyperbole, but with a whole bunch of not-yet-added items thrown into the mix I can see situations like this happening. Look, I'm not trying to say that Valve sucks or that cosmetics are a terrible thing or anything. Just.. Just try to keep class identification in mind when designing items, and don't throw one identifying factor out the window just because other ones exist. That's all I'm trying to say.
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